Warlord CommanderClass FeaturesRequirements:
Tactics 4+ ranks, Ambush Basics, Basic Skill Mastery (Officer)Favoured Attributes:
Charisma, IntelligenceClass Skills:
Bluff, Impress, Intimidate, Investigate, Notice, Resolve, Riding, Sense Motive, Survival, TacticsSkill points:
6 + Int mod Vitality:
9 + Con mod
1. Drill Sergeant, In Step
2. Battle Planning
3. In Step
4. Best of the Best, No-one Left Behind
5. In Step
6. Master & Commander I
7. Battle Planning, In Step
8. Best of the Best, Saint Crispin's Day
9. In Step
10. The Plan Comes TogetherCore Ability Drill Sergeant:
At level 1 and every class level thereafter, you gain a bonus skill point that may only be used to increase your Tactics ranks. Additionally, once per combat you may automatically cast Command I with a caster level equal to your Charisma score.Class Abilities In Step:
At 1st level, you gain the Co-ordinated Attack feat. Additionally when using feats gained through this ability you may direct the person(s) under your command to perform Distract actions.
At 3rd level, you gain the Co-ordinated Move feat.
At 5th level, you gain the Co-ordinated Strike feat. Additionally when using feats gained through this ability you may direct the person(s) under your command to perform Pummel actions.
At 7th level, when using your Co-ordinated feat chain, anyone acting under your direction may use any trick or advanced action you know while doing so.
At 9th level, the number of people who may act under your command when you use one of your Co-ordinated chain feats increases by the higher of your Intelligence and Charisma modifiers (minimum 1). Battle Planing:
At 2nd & 7th level, you gain an iteration of the Captain ability of this name. Best Of The Best:
At 4th & 8th level, you gain an iteration of the Sage ability of this name. No-one Left Behind:
At 4th level, you gain the Extra Mile feat, and may apply its benefit to additional allies at the cost of an action die each. Master & Commander I:
At 6th level, you gain the Captain ability of this name. Saint Crispin's Day:
At 8th level, once ber session you may as a full action automatically cast Mass Brawn I with a caster level equal to your Charisma score. The Plan Comes Together:
At 10th level, once per combat on your initiative count you may sacrifice your action and become flatfooted
to grant a surprise round at the beginning of the next initiative count to all allies that can see or hear you. Any ability that permits an opponent to act during a surprise round may only be used at the cost of an action die per individual attempting to do so. This ability may not be used during a surprise round.
• BAB: Med (1)
• Fort: Low (0)
• Ref: Low (0)
• Will: Med (1)
• Def: High (2)
• Init: High (2)
• Lifestyle: Med (1)
• Legend: Med (1)
There were some good ideas there, but on the whole they tended to be over powered and too narrow in their focus.
- Expert classes have a 5 point cost for their entry requirement, so with feats at 2 a piece, the number of ranks needed can be scaled back to 4. You'll notice that I swapped out the first co-ord feat for BSM (Officer) here, which rounds things out a little and has the advantage of boosting the threat range and total bonus of Tactics checks.
- Warlord wasn't a really good fit as a class name, even for your original build, so I suggest Commander, which feels more apt for where I think you were wanting this class to go.
- Medicine was dropped in favour of the far more appropriate Bluff
- In Step makes use of the A slot to really solidify the spine of the class, as well as give it a little bit of extra butch to make it worthwhile staying in the class to pick up those feats
- You'll notice that the 2 iterations of Battle Planning kick in at roughly the same point Career Level-wise as they would in the base class they came from. The same holds true for Master & Commander.
- You need to watch out when naming abilities: as noted above, M&C was already bagged by the Captain and is significantly different to what was essentially an overpowered version of the Soldier's Fight On ability. You'll find the intent there has found a place in the latter iterations of In Step.
- Best of the Best is incredibly useful for a class like this: it's no good directing someone to perform an action they suck at or are incapable of. It also thematically meshes with the higher levels of In Step, and is a solid team support ability outside of combat.
- Which brings us to Noone Left Behind, a solid ability to lets you emerge from what could be a total disaster bloody but unbowed. Especially useful for rescuing valuable NPCs from otherwise certain doom.
- St Crispin's Day is a Shakespeare reference, but along with the core ability a good example of how to work in mechanical effects you might not have considered
- The game breaker has been tweaked for the sake of balance, but consider how easily this could eat up a GC's action dice while managing not to just blanket-nerf his NPCs.